Cave recently published a book about the company’s shooting game development history. Included in the book is a timeline of all of the company’s developed games, and it lists two which were cancelled: Oni Death and Danmaku Tengoku. Fans are curious about these titles – do you remember anything about them?
*laughs* Oh wow… I really don’t remember all that much. *laughs” Danmaku Tengoku, eh? That was a game where we first tried to use pre-rendered sprites. There was a bit of a boom in games using that graphic style, and we wanted to try a shooting game with it. We planned to use a PCB with new specs to make the game look better. Atlus’s PCB didn’t have the color depth we needed. We got to about the halfway point and realized… this game really wasn’t looking good at all. *laughs* We didn’t really have the right tools and know-how for this hardware. “How do we make this look good?” We struggled with it. The large graphics looked alright, but they looked awful when they were scaled down. Since most of the graphics in shooting games are smaller… that was a big problem. The graphics looked bad and the hardware was a problem, so eventually we cancelled it and decided to just focus on Dodonpachi instead.
As for Oni Death… *laughs* to be honest, that was one I wasn’t involved with at all. It was another department doing the work on that one… we were doing Dodonpachi at the time. Hmm… I actually haven’t the foggiest idea why it was cancelled. The graphics and the concept seemed good… and then one day, *poof*. “Where did it go?” *laughs*
So you could say Oni Death… died. *laughs*
*laughs* Yes!
Did any of the concepts or systems for these games wind up getting repurposed later down the line?
Nothing from the two games ever made it elsewhere. *laughs*
The full interview is here: http://gaming.moe/?p=757 It covers lots of topics besides, including the rationale behind region-free X360 releases, drama with Deathsmiles 2, how they almost quit arcade dev until Dodonpachi II convinced them to come back, etc. Enjoy!